Since the job forums have been pretty inactive for awhile, I thought I'd start a new topic in each devoted to things you'd like or wish that Square Enix would do with each job. They can be legitimate things you'd like to see, or they could be absurd, and, while they can be, they don't have to be any serious or groundbreaking changes you think each job needs, just something you think would improve them a bit in some form. Just try to keep the topic clean and drama free (emphasis on try). Just have some fun with this and let your ideas soar.

It'd be nice if Paladin had some way of incorporating their shields into weaponskills (likely one or two weaponskills using the shield specifically rather than retooling all weaponskills for Paladin to take the shield into account or not). Shields were historically used not only as defensive, but also offensive tools, being used to strike and bludgeon opponents similarly to Shield Bash. However, outside of Shield Bash, offensively the Shield isn't used at all.

1. J/A "My Burden" Recast time 5:00. Takes from all members party and transfers it to the PLD. After the J/A has been use not hate is lost for 2:00. 2 Active Trait "Shield Counter" With a successful shield block has the chance to counter with shield, Damage is figured by Attack+Defense/2 . 3. SE please redo the way hate is gained and lost, PLD should be able to keep hate even if there is high spike damage being done by DD's.

Trait Shield Strike has a chances of attacking with your shield following an attack round.

works kind of like kick attacks. People mentioned putting diffrent atk ratios based on shield size but I thought just use shield size and def for dmg base. and make the trait cumulative. Shield Strike I lvl 25 10% rate, SS II 50 15% rate, etc. or shall we make it 49 so have another reason to /pld ^^.

numbers are just examples feel free to do the math for real % and damage output. that wouldnt be considered broken.

it may revolutionize the way we increase our dmamge output and stay on top of our hate game. Yes I know hate needs a revamp r pld should get a hate share ability or even a soft cap break on the threashold to stay above others for a period of time. Shield strikes was just a creative idea that popped up I thought I would share.

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Nihcru @ Bahamut PLD 75 /Salute... The sword held high with virtue and might, A Shield in hand protecting what's right, Through Darkest night may valor shine bright, May Goddess Altana bless you with her light.

If they don't end up revamping the enmity formula or raising the cap for short periods of time like Nihcru said then they should add more hate generating specific abilities. Like a super provoke with maybe lower recast or an AoE provoke.

Why not take from FFXII the Spell "Decoy". a Spell with a short durration that keeps an enemys attention almost perminantly.

Or perhaps it could funtion as an emnity sifon or Sphere effect where you Drain hate from party memebers adding it to your own while surpressing theirs. they will always remain under the cap because you are draining it from them. Would have to be substantial VE and modreate CE to make it effective.

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Nihcru @ Bahamut PLD 75 /Salute... The sword held high with virtue and might, A Shield in hand protecting what's right, Through Darkest night may valor shine bright, May Goddess Altana bless you with her light.

I have felt what they should try to do is, rather than one static level of enmity, that certain jobs have different enmity caps than others, to where even if you hit the enmity cap for your job, if there was another job there that had a higher enmity cap and had more enmity amassed than that other job, you wouldn't have to necessarily worry about the mob coming after you if you performed the slightest action.

For example, let's say that Paladin's hate cap is 20, and Black Mage's is 10. Prior to passing "10", the Paladin might have hate pulled off it by the Black Mage. Once the Paladin's hate passes 10 though, the Black Mage wouldn't be able to pull hate off the Paladin unless the Paladin took a large enough chunk of damage to fall to 10 or has an enmity reset effect used on him. This would once again let Paladins be able to tank mobs without as much fear of any random job being able to pull hate off him if they're both at the existing hate cap. They'd have to keep busy with job abilities and spells to keep their hate above that of everyone else, but at the same time would be able to keep the monster focused on them and let them once again be the designated tanks rather than the current system of "Whoever can hit the enmity cap the fastest and can attack quick enough to keep the mob focused on them".

I like this idea. might be broken at a flat "per Job" rate. what if they made it so certain types of emnity catagories capped at certain levels. like magic dmg capped at 10, melee attacks cap at 8, Weapons skill dmg cap at 6, JA cap at 5, healing magic caps at 5, enfeebling cap at 3 and enhancing cap at 3. total cap 20. idk something where in a job can still maximize output and a tank can still capitalize on by using an assortment of hate triggers to maintain superiority. any melee can still cap a t 20 if they bomb JA constantly but for those just melee and ws they would only hit a cap of 18 or 19 where as a self healing, meleeing, ws, JA bombing pld can stay at 20. It would be a tad harder for a nin, mnk, thf to tank then, i agree. but with everyone /dnc im sure they can stay above strait melee/ws dds with their healing and JA.

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Nihcru @ Bahamut PLD 75 /Salute... The sword held high with virtue and might, A Shield in hand protecting what's right, Through Darkest night may valor shine bright, May Goddess Altana bless you with her light.

What if things were not handled as a numbered limit per player but rather as a percentage encompassing everyone involved? There is only 100%, which is spread across everyone that is mob-aware. Your actions are based on that total, where your enmity gained only occurs at the loss of others' enmity. For example, a total of 5% of the pie is instantly pushed to someone that uses provoke (or some enmity gathering JA/spell/etc), thereby taking everyone else's enmity by fractions of that amount totaling 5%. In a low man situation, it would not be terribly potent, but in alliance+ fights it would be extremely potent and help to make whatever job is designated to tank actually have some chance to do so for a little while.

This could make items that enhance or lessen enmity gained/lost much more useable, as it would be easier to maintain high or low enmity percentages. This can allow any job wanting to tank an avenue to control enmity over other potentially highly powered jobs without having to be as highly powered. This can make some JAs much more potent, like high/super jump, accomplice/collaborator, and trick attack, as those abilities would be instantly altering the pie slices a lot.

There's probably some pitfalls in this, in fact I'm sure of it, but this enmity cap per player business hasn't worked in 7+ years. It only barely worked back when the game was newer because player knowledge wasn't as high and gear/food/etc did not much allow for it (aside from gun rngs).

You know how DRK gets Scarlet Delirium, where the next single damage he takes gets converted into a 3 minute buff of equal strength to their attack power? i.e. You get hit for 200, and you get +200 attack for 3 minutes?

Why not have a PLD version that takes the next amount of damage you take, and convert that to a defense boost for 3 minutes? You can get hit for next to nothing and get a trivial buff to defense, or you can time it for a massive TP move and get a large defense boost for 3 minutes.

You could even turn it into Defense and Magic Defense (or enmity), since a DRK's ability gives them both Attack and Magic Attack.

Cover intercepts damage between all enemies and all friendly players and NPCs. Doesn't matter if that gets you one-shot. Cover in an alliance is frustrating.

Shield weapon skills. Seriously. Shield bash removed as a job ability. Turned into a weaponskill that costs TP. A charge ability added for shields on a 35 second timer that stuns and does provoke's job.

A job trait that makes all healing spells cause the recipient to gain both elemental seal and boost once every 12 seconds.(but not to stack)

With 2013 behind us and 2014 just starting, what would you like to see come to the Paladin job? Has Adoulin changed those stalwart shield-wielders in a way that you do or don't like? Is there an unresolved issue that you think they still need to fix?